obfuz/Editor/Unity/ObfuscationProcess.cs

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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEditor.Build;
using UnityEditor;
using UnityEditor.Build.Reporting;
using UnityEngine;
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using UnityEditor.Compilation;
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using Obfuz.Utils;
using FileUtil = Obfuz.Utils.FileUtil;
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using Obfuz.Settings;
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namespace Obfuz.Unity
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{
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#if UNITY_2019_1_OR_NEWER
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public class ObfuscationProcess : IPreprocessBuildWithReport, IPostprocessBuildWithReport
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{
private static bool s_obfuscated = false;
public int callbackOrder => 10000;
public static event Action<ObfuscationBeginEventArgs> OnObfuscationBegin;
public static event Action<ObfuscationEndEventArgs> OnObfuscationEnd;
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[InitializeOnLoadMethod]
private static void Init()
{
CompilationPipeline.compilationFinished += OnCompilationFinished;
}
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public void OnPreprocessBuild(BuildReport report)
{
s_obfuscated = false;
FileUtil.RemoveDir(GetScriptAssembliesPath());
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}
private static string GetScriptAssembliesPath()
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{
#if UNITY_2022_1_OR_NEWER
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return "Library/Bee/PlayerScriptAssemblies";
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#else
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return "Library/PlayerScriptAssemblies";
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#endif
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}
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private static void OnCompilationFinished(object obj)
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{
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if (!BuildPipeline.isBuildingPlayer)
{
return;
}
string scriptAssembliesPath = GetScriptAssembliesPath();
if (!s_obfuscated && Directory.Exists(scriptAssembliesPath))
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{
RunObfuscate(scriptAssembliesPath);
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s_obfuscated = true;
}
}
public void OnPostprocessBuild(BuildReport report)
{
s_obfuscated = false;
}
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private static void RunObfuscate(string scriptAssembliesPath)
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{
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ObfuzSettings settings = ObfuzSettings.Instance;
if (!settings.enable)
{
Debug.Log("Obfuscation is disabled.");
return;
}
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Debug.Log("Obfuscation begin...");
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var buildTarget = EditorUserBuildSettings.activeBuildTarget;
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string backupPlayerScriptAssembliesPath = settings.GetOriginalAssemblyBackupDir(buildTarget);
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FileUtil.CopyDir(scriptAssembliesPath, backupPlayerScriptAssembliesPath);
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string applicationContentsPath = EditorApplication.applicationContentsPath;
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var obfuscatorBuilder = ObfuscatorBuilder.FromObfuzSettings(settings, buildTarget);
var assemblySearchDirs = new List<string>
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{
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#if UNITY_2021_1_OR_NEWER
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Path.Combine(applicationContentsPath, "UnityReferenceAssemblies/unity-4.8-api/Facades"),
Path.Combine(applicationContentsPath, "UnityReferenceAssemblies/unity-4.8-api"),
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#elif UNITY_2020 || UNITY_2019
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Path.Combine(applicationContentsPath, "MonoBleedingEdge/lib/mono/4.7.1-api/Facades"),
Path.Combine(applicationContentsPath, "MonoBleedingEdge/lib/mono/4.7.1-api"),
#else
#error "Unsupported Unity version"
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#endif
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Path.Combine(applicationContentsPath, "Managed/UnityEngine"),
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backupPlayerScriptAssembliesPath,
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};
obfuscatorBuilder.InsertTopPriorityAssemblySearchDirs(assemblySearchDirs);
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OnObfuscationBegin?.Invoke(new ObfuscationBeginEventArgs
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{
scriptAssembliesPath = scriptAssembliesPath,
obfuscatedScriptAssembliesPath = obfuscatorBuilder.ObfuscatedAssemblyOutputDir,
});
bool succ = false;
try
{
Obfuscator obfuz = obfuscatorBuilder.Build();
obfuz.Run();
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foreach (var dllName in settings.assemblySettings.toObfuscatedAssemblyNames)
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{
string src = $"{obfuscatorBuilder.ObfuscatedAssemblyOutputDir}/{dllName}.dll";
string dst = $"{scriptAssembliesPath}/{dllName}.dll";
if (!File.Exists(src))
{
Debug.LogWarning($"obfuscation assembly not found! skip copy. path:{src}");
continue;
}
File.Copy(src, dst, true);
Debug.Log($"obfuscate dll:{dst}");
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}
succ = true;
}
catch (Exception e)
{
succ = false;
Debug.LogException(e);
Debug.LogError($"Obfuscation failed.");
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}
OnObfuscationEnd?.Invoke(new ObfuscationEndEventArgs
{
success = succ,
originalScriptAssembliesPath = backupPlayerScriptAssembliesPath,
obfuscatedScriptAssembliesPath = scriptAssembliesPath,
});
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Debug.Log("Obfuscation end.");
}
}
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#endif
}